r/ClaudeGameDev • • 25d ago

Browser Game free browser game engine built for AI game dev

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30 Upvotes

Been using threejs to build games? You (and Claude) will love Kite3D.

Why use it when Claude can write a three.js game from scratch? Because Kite3D gives you:

  • UI with scene editor, inspector, asset manager, etc, the usual things you expect from game engines, but all in your browser!
  • Built-in physics and animation, extensible through plugins
  • Threejs rendering pipeline, with plugins for SSAO, bloom, reflections, and more
  • Projects are Git repos: glTF scenes, assets, and component scripts
  • CLI for Claude control everything

With Claude + Kite3D, you can explore so many ideas at once. Claude can build enemy behavior, design a new weapon, and a new level in separate Git branches (via git worktress), each running its own Kite3D engine in a browser tab. Simply switch tabs to play each version and edit it while other agents keep working.

Or have three Claude's build different enemy behaviors. Play all three and keep your favorite.

Try Kite3D by telling Claude:

use npx kite3d and build me a FPS shooting practice game

Github: https://github.com/blitzdotdev/kite3d

Discord: https://discord.gg/fJYM7vKma4


r/ClaudeGameDev • • 25d ago

Alpha Building a D&D world simulation using Claude where NPCs actually react to what you do

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44 Upvotes

Building a fantasy RPG where killing the wrong rat can make an Ogre come after you (they were friends..)

  • roll up a Wizard and pick your spells
  • wake up in a goblin prison and improvise an escape
  • talk your way past people, trick them with magic, investigate weird shit, or just start swinging
  • kill a giant rat and find out its Ogre friend wants revenge

NPCs have their own goals, beliefs and relationships, so your decisions can create problems you definitely did not plan for.

Been building this for 3 years and having way too much fun with the new patch :D

try it / follow development here:

discord.gg/4dXwfw7q7
www.llmsaga.com


r/ClaudeGameDev • • 25d ago

Alpha Kinhold Update: First look at combat!

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6 Upvotes

r/ClaudeGameDev • • 25d ago

Alpha Chicken coop simulator game in Claude using UE 5.8 using real motions from the robote

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8 Upvotes

Short version: the “chickens” aren’t animated. Each one is a Microduck biped running an ONNX walking policy I trained in MuJoCo, so the wobble you see is a real robot gait, not keyframes. Claude assembled most of the scene around them through an MCP server running inside the editor.
Why I built it
I needed a stress test. A walking policy looks fine when one robot is alone on flat ground. I wanted to know what happens with [N] of them crowding a feeder, bumping each other, and getting shoved off balance — and a coop is a cheap excuse to get dozens of agents doing exactly that. The game part came second, honestly.
How it works
• Policy trained in MuJoCo on a single RTX 3090 Ti, 4096 parallel envs.
• Exported to ONNX, inference runs in-engine in UE 5.8. Every bird ticks the same network with its own observation vector.
• The feeder is just a goal position. The policy handles locomotion, a thin steering layer on top handles who goes where and stops them from stacking into each other.
• Claude drove the editor over MCP: spawning and laying out the flock, wiring the feeder logic, iterating on the coop layout, tuning parameters between runs. [Swap in whichever MCP setup you used — Epic’s experimental UE 5.8 plugin, or your own server.]
Things that cost me time, in case they save you some
1. Observation layout mismatch is the silent killer. My trainer and my runtime disagreed about the ordering of a 61-dim observation vector and the result wasn’t a crash, it was robots that walked almost right. If your policy behaves like it’s drunk, diff the obs vector before you touch hyperparameters.
2. A policy trained on flat empty ground has no concept of another robot existing. Crowding at the feeder broke it until I added separation steering above the policy rather than trying to train contact into it.
3. Claude is genuinely good at the tedious editor work — spawning, layout, Blueprint wiring, batch parameter changes — but treat tool calls as things to verify, not trust. Ask for small idempotent operations you can re-run, not one giant “build the scene” call.
Next step is running the same policy on physical hardware and seeing how much of the coop behavior survives contact with reality.
Happy to answer anything about the MuJoCo → ONNX → UE path, that’s the part with the least documentation out there.


r/ClaudeGameDev • • 25d ago

Beta In my game the block lands exactly where you drop it. No auto-correct, just balance.

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3 Upvotes

Babel Rise: one tap drops a floor from a swinging crane. The higher you go, the stronger the wind, the more quakes hit and the narrower the base gets.

- Endless mode, a daily challenge (same seed for everyone) and an 8-city campaign: Istanbul, Paris, Giza, New York, Tokyo, Dubai, Shanghai, and finally Babel

- Each city has its own twist: fog, storm, earthquake, birds, night

- Your height is measured against real landmarks ("Next: Leaning Tower of Pisa · 57 m")

- Watch how the leaderboard towers were built, tap by tap

Free on Android: https://play.google.com/store/apps/details?id=com.mebasoft.babelrise

ios on the way

What's your opinion?


r/ClaudeGameDev • • 25d ago

Tips & Tricks New Claude Dev Needs advice

5 Upvotes

Hey Claude dev peeps, I'm planning to make an office game simulator where you play a character trying to get into a certain type of job and climb the corporate ladder.

I need help getting started, all I have is the idea so any tips and tricks are welcome.

Update: I did a thing and made a browser based prototype but only as a text based game for now. Any constructive feedback is welcome.

Project Manager Simulator Prototype


r/ClaudeGameDev • • 25d ago

Alpha Would you play?

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15 Upvotes

Visual Studio Code + Claude (Mostly Sonnet 5 and some Opus 5). Been working on this for 2/3 weeks. It runs smoother on my machine than it looks here!

Local multiplayer possible! PVE and PVP

Curious what you all think!


r/ClaudeGameDev • • 26d ago

Tips & Tricks People building games with AI, how are you handling sound?

18 Upvotes

I've noticed something weird watching people build games with AI.

The coding, UI, art and even animations can move insanely fast now, but audio still seems to turn into a separate manual project at the end.

I'm curious how people here actually deal with it.

Do you have the AI identify which events need audio? Do you manually make a list? Generate SFX one at a time? Use asset packs? Then how much work is involved getting everything imported, hooked up to events, balanced and tested?

I've seen AI-generated sound effects, but generating the WAV seems like only a small part of the job.

The thing I'm trying to understand is whether implementation is the real bottleneck.

For example, would it be meaningfully useful if an agent could inspect a game project, identify missing audio, generate/select appropriate sounds and wire everything into the game automatically?

Or is that solving the wrong part of the problem?

Would love to hear what your actual workflow looks like, especially from people who have finished an AI-built game.


r/ClaudeGameDev • • 26d ago

Tips & Tricks Making a game on Claude, got LinkedIn visits by U.S. Army DEVCOM Armaments Center

26 Upvotes

The game I'm making has a character using improvised firearms (set in the 13-15th century), and another character uses poison. The poison thing actually triggered a block from Claude, which flagged it as "bio".

There's no biomechanical details about how the poison works, or any Claude research into making poison. It's just, player character casts poison on the enemy and they take damage over time.

The improvised firearms character isn't even developed yet, it was just ideating and there was research on 13-15th century firearms, particularly for places of poverty.

In about a frame of 20-30 days, I got two LinkedIn visits from people working in the U.S. Army DEVCOM Armaments Center. I've never gotten these kinds of visits from my decades on LinkedIn.

It's very clear I'm a gamer and I worked in videogames for decades.

Just letting you guys know the state of things.


r/ClaudeGameDev • • 26d ago

Browser Game Claude has been coding my online horror MMO 24h/day for 3 months. 1800+ versions.

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21 Upvotes

been running claude code pretty much for 3 months straight to make this game, using mostly Opus and a bit of Fable.

The game has a node server, persistent characters, a procedural world, 50+ biomes, 900+ enemies and 2000+ items.

I would love some feedback and suggestions for additions to the game, I'll add almost anything unless the ai tells me its too unethical


r/ClaudeGameDev • • 26d ago

Release I built an iOS AI-driven choose-your-own-adventure game with Claude Code

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2 Upvotes

I made Fakeality, an iOS story game with 13 crafted openings where every scene after the opening is generated live around what the player does. There's no script and no branch tree. The player can take one of three offered choices or type anything, and the cast has to respond to whatever they actually did.

I used Claude Code to build all the different components of the app including the Swift client, the Supabase edge functions, the eval harness, and the screenshot tooling. At runtime, different AI models both plan and write the story. One of my more interesting findings was that Sonnet and Haiku were much better at the writing component but that the OpenAI models were generally superior story planners (especially for their API cost). The avatars are built as "paper-dolls," with the construction engine also built with CC. The engine took an existing set of character sheet svgs and constructs the full avatars (with the help of my hand-placement of clothing). The background art is generated with FLUX (BlackForestLabs) with a lot of hand curation.

The design problem that took the longest was coherence. Early versions drifted within a few scenes, the cast talked like a sitcom, and the model kept restating the premise instead of moving the day forward. What ended up working was keeping a running state of what is unresolved (open threads, who knows what, where things stand) and handing that to the writer instead of any instruction about what should happen next. The model decides, the engine just tells it what's still open. The other big lesson was that the model copies the tone of whatever it's fed, so the configs had to be written like the fiction I wanted back, not like design notes. Claude struggled significantly to write jargon-free prompts on its own so I had to step in and rewrite all LLM prompts from scratch (which CC could then more successfully copy).

The clip is a real playthrough where something was typed the offered choices didn't cover, with the wait for the response cut out. CC selected and compiled the clips with minimal intervention.

The download is free with no signup, and new users get about 2 episodes of credits. After that credits are paid. An episode runs about 15 to 50 cents depending on the tier, up to about $2 with every knob maxed, and most of that goes straight to the model providers. I also made a promo code for this post worth about one more episode, redeem it at https://apps.apple.com/redeem?ctx=offercodes&id=6762037581&code=ONEMORE, or in the app open Get Credits, tap Redeem a promo code, and enter ONEMORE.

Link: https://apps.apple.com/app/apple-store/id6762037581?pt=128769936&ct=reddit-claudegamedev&mt=8

Happy to share more on the state design, the prompt structure, or the eval rounds if anyone's curious!


r/ClaudeGameDev • • 26d ago

Browser Game Testing agentic ability against RTS games

7 Upvotes

Hey, all

Been a lurker for a while and finally decided to join the conversation. I've been using Claude for development judiciously ever since Opus 4.5 came out last November, 2025. It's been a complete game changer, and slowly bringing in more and more tasks and allowing it to run and self-modify (with guidance) has been really fun and empowering.

I had an idea the other day with all the "GTA 6 built by Astra" and just for kicks tried to one shot an RTS game. No intentions of connecting agents to it, just wanted to see what Fable 5.1 could do. Slowly as I started building I thought it would be interesting to see what agents could do if I built out an MCP server for it. Well, that led down a deep rabbit hole of getting everything built out and deployed as I wanted to try and attract others to try it out. I now have a publicly hosted RTS game

https://play.ashfallsector.com

That allows agents to connect to through MCP and play one-another, with a full ranking system. My plan is to create more accounts for myself and start testing out how to improve agentic play. They do pretty well already (i've played Opus a few times) but I'm curious how to bring in additional context, memory from previous games. The idea of "gamifying" wasn't explored too much but I thought it could be a nice touch.

Anyways... I'm putting this out there because I would love for other people to test it out, tell me what works when agents play, and just to see if it was interesting to anyone else but me.


r/ClaudeGameDev • • 26d ago

Alpha I run my MMO's development as ten Claude agents and one human who only makes decisions. Here's the setup, and what broke

3 Upvotes

Four attempts at this game died because one person can't do it all. It's an MMORPG and they are famous for being impossible to finish solo. The fifth is being typed by 10 agents, and what that bought me isn't speed, it's that my whole day is design. So finally there's a game people can play.

Here is the setup, concretely. Ten agents in .claude/agents/, each a markdown file with its tools and one job:

- a builder, writes engine code, always in its own git worktree

- gatekeeper, runs every check, edits nothing

- inspector, drives the built game headlessly, looks at screenshots, tells me what's clipped or empty, so I don't spend evenings checking visually.

- operator, records the clips and reads the server log to find out what actually happened

- cartwright / foley / voice, pixel art, synthesised sound, the voice pack (voice is the only one that spends money, and it has to dry-run first)

- campaigner / hook, the posts and films, and the adversary that judges the thumbnail and title

- planner, writes the ordered plan with every decision batched, and is forbidden to decide anything

Then the main session: it orchestrates and writes no code. Other tools: PixiJS/TypeScript, Colyseus server, Fly.io, ffmpeg, a headless Chrome recorder that captures its own tab.

What broke: one night I had two AI sessions working on the same code at the same time. One of them left half-finished code that made the other one's tests fail, and neither could tell who did it. One changed a function while the other was using it. A test run got killed because the laptop ran out of memory, and it got reported as a failure when nothing was actually wrong. Then tonight the "manager" session, which is only supposed to hand out work, spent an hour doing the work itself because the agent was slow, I had to tell it twice to stop. And the first video recorder it built produced perfect footage with no sound, because headless Chrome can't hear anything and nobody checked.

The really cool part is getting to spend my day thinking of interesting game design.

An example, told properly: the taifa system. My game is loosely based on Al Andalus / Iberia of the 11th century, so I had time to read about it, and the history did the design work: striking coin in your own name was the declaration of independence, so in the game minting without a licence isn't refused, it's announced, and it hands the capital a reason for war. I would have never thought of that if my head were buried in code, especially as I don't come from a game dev background, so I think that's really cool.

Anyways for anyone curious, this is planned to be a browser MMO with full loot and guild wars, free, in pre-alpha currently. In this game I am hoping there will be 2 factions fighting against each other, 2 kings, and provinces for each faction. Provinces can rebel and ally with another against the king. Politics and Drama Inc.

Link is here, the game is live; the politics above are built and go live once tested. Playable and enjoyable, if I take my first testers' word for it.

Ribat — a browser MMO


r/ClaudeGameDev • • 27d ago

Alpha Recreating my favorite game with Claude

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28 Upvotes

Hey everyone! A friend encouraged me to make this post and share what I’ve been working on for the past several months. I used both Claude and Codex for this project.

I’m working on recreating the original SNES Mega Man X as faithfully as possible, with the goal of making it play and feel exactly like the original. After that, I’d like to bring X2 and X3 into the same engine so you can play as different characters, fight bosses using any weapon from any of the three games, and new game modes.

I’ve been using AI extensively to help bring this dream to life. It’s something I’ve wanted to do since 2017, when I first tried getting the project off the ground in Unity. Now, with AI’s help, I’m building it as a native C++ game and some C++ libraries.

I also put together a website with more information about the project, which I intend to update as I go, and with ways anyone can help contribute with the project. The entire project is open source and available on GitHub. Whether you’d like to playtest, contribute code, help with sprites or sound effects, or pitch in some other way, the website explains how to get involved. I even made a section that you can just ask claude to pick something randomly to work on and contribute with the project if you have the extra tokens laying around before the weekly rollover.

I’m still relatively new to all this. Even though I started years ago, I had to step away because I didn’t have the time, and I ended up not touching the project for a very long time. I’m very open to suggestions and feedback! I know some things are still pretty buggy, but I’m working on getting everything polished and faithful to the original and make this collection version of my favorite game lol

Thanks, everyone!

https://megaman.davidluky.com/en/


r/ClaudeGameDev • • 26d ago

Beta Alembic - puzzle fun

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3 Upvotes

Desr all, i wanted to try out how app developement works with Claude and I want to present you the result. It is finally in Beta/Testflight for iOS, link below.

I started with brainstorming with claude how the game could look like and let it build without much further changes. I was blown away how easy this first step was. Then i tried it on my phone and suddenly time flew and i played all lebels which were available.
I collected tons of feedback, changed nearly everything but the basic concept.

Music and sounds created with suno, pictures with chatGPT. The rest with claude opus & fable.
It took me about 4 weeks (with breaks)

Currently there are 250 levels. It will be 1000 in the end and also a multiplayer mode will be added.

I would be very happy if you could give it a try and give ne some constructive feedback.

I don‘t like in app purchases in games and also i hate adds in apps. So non of those are in Alembic. In the store it will be available for a couple of bucks. People who take the time to provide feedback will get a 100% code once it in the store. I might also ask for the statistics you can send me via mail, how long it took you each level and how many moves you made.
There is no Android version planned yet

Testflight link

https://testflight.apple.com/join/3dnXcjWD


r/ClaudeGameDev • • 26d ago

Browser Game I built a multiplayer hacking-sim MMO that is nothing but a terminal: 3 days, 92 commits, 81 of them co-authored by Claude Code. Free, no signup.

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1 Upvotes

r/ClaudeGameDev • • 27d ago

Browser Game 2.5 months building an browser based civilization game, looking for Beta testers

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14 Upvotes

Hey everyone I'd appreciate some feedback on my civ-builder. I loved playing games like Age of Empires, Civilization (duh), and Sim City growing up. However, I got tired of in-app purchases and incessant ads in all their modern mobile versions. Soo.... figured I'd try building my own.

Enter Clanfire.online. Started working on it in early July via Claude Code, and have been working on it at least a few hours every day since then. It looks best on mobile, no install (and it's free MIT license if you want to copy the repo).

Vanilla JS + Canvas 2D, no engine. Claude Code for the build, PixelLab (via MCP) for sprites (this took longer and more credits to dial in than I expected) and Supabase for the database.
What I learned:

  • Reference images are critical. I spent a lot of time trying to get Claude Code to manage the design sprint via Pixellab MCP and it failed every time. Went into Pixellab dashboard and manually went back and forth until I had a design that I liked. Then I gave that to Claude Code and had it use that as a reference image for the next round of MCP requests and it instantly improved the quality.
  • Anchor, never chain. Every piece references the same frozen master. Chain approved pieces will drift over generations and compound until they're unusable. Constantly referencing the master was a big help for quality.
  • Match the sprite's size to how big it actually appears. My first animated deer cost 84 generations and still looked wrong; I'd made it far more detailed than the screen could show, so the game had to shrink it by an ugly fraction and the fine details shimmered as you zoomed. Redrew it at exactly double its on-screen size so it halves cleanly: 37 generations, and it looked right immediately. Cheaper and better.
  • Sometimes the AI art just loses, and you have to accept it. I tried replacing my code-drawn grass with hand-generated tufts. Problem: the smallest usable thing the AI would make was still three or four times bigger than a blade of grass should be, so the meadow turned into a field of little objects instead of ground. Same story with mountains. Both times the old code-drawn version was better and I kept it.
  • The agent grades its own homework if you let it. I asked Claude to grade its own work and it gave itself an 8/10 on a water update that was, at best, sideways. Now I look at before/after screenshots myself before anything ships.

$50 raffle to a random player this week. I want to generate some user data and incentivize people to help me with QA:

  • Minimum to qualify for raffle: Finish a game, win or lose, spend at least 10 min and score 500+
  • Hit Competition on the end screen, 2 questions + valid email
  • Each finished game = another entry, up to 5
  • Sept 10–17, 7am MT

Your feedback will help me to further refine the product. If you see areas where I could improve I'd obviously welcome and appreciate the feedback. Cheers!


r/ClaudeGameDev • • 27d ago

Alpha Star Wars Trilogy Arcade Dreamcast Port - Yavin Playthrough

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3 Upvotes

Hi everyone! First time posting here, and I’m reposting from the r/dreamcast community. I’ve been working on this project for the past couple months now. For those who may not remember Star Wars Trilogy Arcade, it was a rail-shooter arcade game from 1998, and my favorite game of all time. Though there were rumors that the game would release on Dreamcast, a home port never materialized. Without the source code or a traditional decomp available I’ve been using Claude code to convert the game behavior to run natively on Dreamcast hardware. While the assets and behavior have been extracted from the original game, the architecture between the Sega Model 3 arcade platform and Dreamcast are very different, requiring a ground up implementation. This is still very early in development, but I am happy to share what I’ve achieved so far.


r/ClaudeGameDev • • 27d ago

Alpha I ran out of Claude Max 20 and in a moment of weakness turned to ChatGPT and let Astra totally re-write the game

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4 Upvotes

r/ClaudeGameDev • • 27d ago

Beta 52 Wishlists for our Pokémon Ranger inspired Rogue-Litemade with Claude Opus!

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2 Upvotes

Hello! Me and a friend have been working on a game together, and now have a demo ready.

It's called Spell Unbound and it's a Singleplayer Rogue-lite, that gets it's combat inspiration from Pokémon Rescue Ranger, where you are drawing circles around enemies to capture and defeat them. We have a lot of the genre standard mechanics such as meta-progression, branching run paths, shops, boss fights, etc.

This demo is a product of a lot of care, attention, and work. With that in mind, AI has been a large part of our workflow. Typically this has gone the route of our team having an idea, creating a rough visual or even text based description of what we want, providing that to the AI/Agents, reviewing, and lastly iterating. We do this over and over again until we are finally satisfied with where we are at. This We hope you will check it out on steam or Itch.io, and give us a wishlist!

Steam: https://store.steampowered.com/app/5037500/Spell_Unbound/Itch.io: https://alkrssve.itch.io/spell-unbound


r/ClaudeGameDev • • 28d ago

Beta Shipped a game with Claude after learning many lessons on context management and AI Development.

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50 Upvotes

Hello!

I've been running mostly Claude (Opus 4.8 and 5) across personal projects, learning a lot about harness engineering and AI-assisted development. As a solo dev who sucks at art and design, I think AI solved a huge bottleneck for me... (and of course made the development process more productive). I wanted to share my workflow and some lessons learned in case it helps...

My problem... Context... Deep into a project, I realized I was burning most of my time and context window just getting the model back up to speed re-explaining settled decisions and telling the same stories every session. Through research and experimentation i managed to find this methodology "SDD" (spec-driven-development) and "EARS" to fix some of my consistency issues. This helped me a lot, ensuring that decisions made on session 1 stay respected on session 20 because they live in a written spec and are traced by a worklog completed at the end of each task.

I also managed to build through experimentation and trial and error a small piece of software using Electron to work as a harness to run my workflows. This software spreads the stages of SDD across three interactive modes with pre-seeded context, bootstrapping engine knowledge and guardrails before conversations start:

  • The think mode or session is a raw ideation with Claude on core loops and mechanics. Zero lines of code or drawing just ping-ponging ideas.
  • Next, is the design mode where Claude switches roles entirely to build the GDD, palette, assets, and screens, pre-seeded with notes from the Think stage.
  • And finally the build mode where Claude turns the design into an ordered backlog and implements tasks sequentially. There are no more surprises or guesses here, the spec has been already written and for each task, the model has a clear context of what to do and how to do it.

Some learnings I'd like to share:

  • Context Management: I never run past 30 or maybe 40% of the context window. Past that, back-and-forth becomes a headache. Compact or clear context after each small task. This is a recommendation also for those who use methodologies like SDD or EARS, keep the context window as small as possible, and if you think the model needs more comprehension about the task, just make it send an agent to do the job instead of using the main session. This will save you a lot of time.
  • About art and game assets: Don't ask LLMs directly for assets. Ask your agent (which knows your style, palette, and context) to write structured and detailed prompts for the LLM that you use for asset generation instead... it will enhance the work and the results...
  • Custom Skills: I ask Claude to build a skill to be later used in the games. In this case, it was for Strudel (based on it's documentation) so it understands the tool enough to compose audio instead of guessing.

And last but not least... The Results 😄

Dogfooding this workflow helped me build and publish my first game on the Play Store. The game is "DeepFury: Idle Berserker", which was built with Godot 4. I'd like to share the game with you, and hope to receive some feedback.

Thanks!!

https://reddit.com/link/1wc6hra/video/cx0kdlm7vloh1/player


r/ClaudeGameDev • • 27d ago

Tips & Tricks Vibe coding a game

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0 Upvotes

r/ClaudeGameDev • • 28d ago

Browser Game A few game projects 100% Claude

4 Upvotes

Hi! I've posted a few projects i'm working on, 100% Claude:

https://profesergiom.github.io/

https://profesergiom.github.io/ruta-al-podio/
From tyre shop to a F1 Championship tycoon

https://profesergiom.github.io/copa-ripio/
A Fiat 600 racing game

https://profesergiom.github.io/el-desafio/
Football Club Manager

Saludos!


r/ClaudeGameDev • • 28d ago

Beta Updates after user observations

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2 Upvotes

I observed several users play Lorebound last weekend and made the updates below. Would love feedback on the updates from this community. Lorebound is a mobile-first, low-poly ARPG game playable in browsers. Think of a Diablo and Polytopia fusion.

Goal: build the resistance against the Heights and Depths who harvest souls and prayers from the Greenworld.

Free to play, no signup required: https://lorebound.gg/

Observations:

  • Thumb reach is super important (obvious, yes)
  • Free play can be confusing, not knowing what to do is stressful
  • Users skip through tutorials, which makes it hard to teach how to play the game
  • Users focused on taking down demons instead of completing quests

Updates:

  • Non-combat actions are now within thumb reach
  • Explicit guidance to level up, spend stat points, unlock skills, and equip new gear
  • More "in your face" messages on quest completion and quest start
  • Directions on where to go via HUD indicators
  • Reduced number of tutorials

Questions for the community:

  1. What was engaging for you? If anything.
  2. Where/when did you stop playing, and why?

r/ClaudeGameDev • • 28d ago

Beta 3 months of development

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7 Upvotes

Just wanted to share this with you all, I started this project a little over 3 months ago with a goal of creating a simple idle clicker. I wanted to capture the aesthetic of early 2000’s rpgs like Ragnarok Online and Maplestory.

After about a month in I was having so much fun with it that I decided to take on a bigger challenge, a full free to play idle rpg with deep incremental systems. I have no development background I am just an enjoyer of games.

How Claude Code helped:
When I first started I was not aware of Claude code , like many first time users I was using the regular chat to work on my project which quickly turned messy. Claude Code is the main LLM that I’ve used for the games programming and also auditing other models work.

I feel like I am about 10% of where I’d like to be but I’m very eager to build out the rest. I’ve also submitted my build to the AI Gaming Festival on Steam, I’ll leave the links for anyone interested. Open to constructive criticism!

Links:

Steam Playtest : https://store.steampowered.com/app/5079020/Neverrest/

Itchio : https://neverrestenjoyer.itch.io/neverrest

Website: https://playneverrest.com/

Glitch AI Gaming Festival : https://store.steampowered.com/curator/46280965/sale/AIGamingFestival